Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 10 (3d6) force damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d6 + 11) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Supernova Breath (Recharge 5–6). The dragon exhales cosmic energy in a 60-foot cone, or in a 90 foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 83 (24d6) force damage on a failed save, or half as much damage on a successful one.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
A nebula dragon is defined by its shining platinum colored scales, despite its coloration it is not a metallic dragon, nor a chromatic dragon. It is believed that these dragons originally were dragons that got stuck in the outer planes, and the abyssal energy of black holes fused with them. Though reckless when young Nebula dragons become fierce, intelligent and patient hunters. As noted by many, the Nebula Dragon’s supernova breath is so powerful it can create stars, which in turn also causes Solar Dragons to appear.
Nebula Dragon’s are some of the most powerful dragons, with even their young being able to take on an entire adventuring party.
Lair and Lair Actions
A Nebula Dragon’s Lair
A nebula dragons lair is usually a small planet, at least 100-500 kilometers in diameter, however they will only go to planets with black holes nearby, these dragons get their cosmic powers from the abyss of a black hole.
Nebula Dragon’s collect invaluable treasures by traveling to many planes, though their favored locations are other black holes and the outer planes.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Black matter congregates around the dragon, it can then send some of it at a target, the target must succeed on a DC 15 constitution saving throw or be paralyzed.
- Cosmic energy surrounds a chosen target, then the target must succeed on a DC 13 dexterity saving throw or take 20 radiant damage and be incapacitated
- Bursts of cosmic energy erupt from the ground, anything affected by them must succeed on a DC 13 constitution saving throw or be sent to a random plane of existence.
Regional Effects
The region containing a legendary nebula dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Any creature within 100 miles of the black hole must succeed on a DC 20 strength saving throw or be sucked into the black hole, where they then die.
- Random fissures in reality spontaneously appear within 1,000 miles of the lair. This fissures if entered can lead to a random plane.
- All creatures within 1,000 miles of the lair are inclined to go towards the black hole. In order to rid of this effect the affected creature must succeed on a DC 19 intelligence saving throw, they can only do 1 saving throw per hour, if they succeed they are immune to this effect for the next 24 hours.
If the dragon dies, The Black hole remains, but the other effects fade over the course of 1d10 days.
Comments